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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/arrayOutOfBounds.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/arrayOutOfBounds.html
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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/arrayOutOfBounds.html
@@ -0,0 +1,258 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+<link rel="stylesheet" type="text/css" href="../unit.css" />
+<script type="application/javascript" src="../unit.js"></script>
+<script type="application/javascript" src="../util.js"></script>
+<script type="application/javascript">
+
+Tests.startUnit = function () {
+ var canvas = document.getElementById('gl');
+ var gl = getGLContext(canvas);
+ return [gl];
+}
+
+Tests.testOk = function(gl) {
+ var sh = new Filter(gl, 'okvert', 'frag');
+ assertOk(function(){sh.apply();});
+ sh.destroy();
+
+ var sh = new Filter(gl, 'vert', 'okfrag');
+ assertOk(function(){sh.apply();});
+ sh.destroy();
+
+ var sh = new Filter(gl, 'vert', 'frag');
+ assertOk(function(){sh.apply();});
+ sh.destroy();
+}
+
+var arr = ['cr', 'cw', 'vr', 'vw'];
+arr.forEach(function(e){
+ if (e == 'cr' || e == 'cw') {
+ Tests['test'+e+'vert'] = function(gl) {
+ var sh = new Filter(gl, e+'vert', 'frag');
+ assertFail(function(){sh.apply();});
+ sh.destroy();
+ }
+ }
+ Tests['test'+e+'frag'] = function(gl) {
+ var sh = new Filter(gl, 'vert', e+'frag');
+ assertFail(function(){sh.apply();});
+ sh.destroy();
+ }
+});
+
+
+</script>
+<script id="okvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ gl_Position = vec4(Vertex, x[2]);
+ }
+</script>
+<script id="crvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ gl_Position = vec4(Vertex, x[4]);
+ }
+</script>
+<script id="cwvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ x[4] = Vertex.z;
+ gl_Position = vec4(Vertex, x[4]);
+ }
+</script>
+<!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing -->
+<script id="vrvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ int idx = 4 * int(max(1.0, Vertex.x*20.0));
+ gl_Position = vec4(Vertex, x[idx]);
+ }
+</script>
+<!-- This one can't be required to fail compilation, because vertex shaders must support arbitrary array indexing -->
+<script id="vwvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ int idx = 4 * int(max(1.0, Vertex.x*20.0));
+ x[idx] = Vertex.z;
+ gl_Position = vec4(Vertex, x[idx]);
+ }
+</script>
+<script id="vert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex;
+ attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Tex;
+ gl_Position = vec4(Vertex, 0.0);
+ }
+</script>
+
+<script id="okfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[2]);
+ }
+</script>
+<script id="crfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
+ }
+</script>
+<script id="cwfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+
+ x[4] = 6.0;
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[4]);
+ }
+</script>
+<!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders -->
+<script id="vrfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+
+ int idx = 4 * int(max(1.0, TexCoord.x*20.0));
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
+ }
+</script>
+<!-- This one actually fails because of WebGL's restrictions on indexing expressions in fragment shaders -->
+<script id="vwfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ float x[3];
+ x[0] = 1.0;
+ x[1] = 2.0;
+ x[2] = 3.0;
+
+ int idx = 4 * int(max(1.0, TexCoord.x*20.0));
+ x[idx] = 6.0;
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, x[idx]);
+ }
+</script>
+<script id="frag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ varying vec2 TexCoord;
+
+ void main()
+ {
+ gl_FragColor = vec4(1.0, 0.0, TexCoord.s, 1.0);
+ }
+</script>
+
+
+<style>canvas{ position:absolute; }</style>
+</head><body>
+ <canvas id="gl" width="16" height="16"></canvas>
+</body></html>